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Books > Social sciences > Education > Educational resources & technology
This book presents the current state of the art in the field of e-publishing and social media, particularly in the Arabic context. The book discusses trends and challenges in the field of e-publishing, along with their implications for academic publishing, information services, e-learning and other areas where electronic publishing is essential. In particular, it addresses (1) Applications of Social Media in Libraries and Information Centers, (2) Use of Social Media and E-publishing in E-learning (3) Information Retrieval in Social Media, and (4) Information Security in Social Media.
This book provides a descriptive, progressive narrative on the flipped classroom including its history, connection to theory, structure, and strategies for implementation. Important questions to consider when evaluating the purpose and effectiveness of flipping are answered. The book also highlights case studies of flipped higher education classrooms within five different subject areas. Each case study is similarly structured to highlight the reasons behind flipping, principles guiding flipped instructions, strategies used, and lessons learned. An appendix that contains lesson plans, course schedules, and descriptions of specific activities is also included.
This book provides tips to teachers for moving toward active learning by using simulation and gaming. The book is a rare reference for teachers who wish to initiate active learning by applying many real experiences from world experts in simulation and gaming. This cumulative wisdom comes from cutting-edge trials reported at the 49th International Simulation and Gaming Association's annual conference in Thailand 9-13 July 2018. The importance of changing teachers' one-way lecture approach to that of active learning has been commonly understood for several decades and has been promoted especially in recent years in Asian universities. Simulation and gaming meets the requirements of such teaching programs, especially for active learning, but there are few books or references on how to gamify a lecture. This book serves as a guide to facilitate that change. The author recognizes the duty to provide readers with fixed directions toward simulation and gaming in the next generation, which have still not been fully elucidated. Developing a simulation and gaming culture and making it sustainable in the next decade are the purpose of this book.
Since the publication of the companion volume Researching Learning in Virtual Worlds in 2010, there has been a growth not only in the range and number of educational initiatives taking place in virtual worlds, but also in the depth of analysis of the nature of that education. Understanding Learning in Virtual Worlds reflects those changes through a collection of chapters that are extended versions of research presented at the second Researching Learning in Virtual Environments conference (ReLIVE 11), an international conference hosted by the Open University UK. Included in this book are chapters that explore the philosophical and methodological underpinnings of understanding learning in virtual worlds, identify and analyse the factors that support learning in these environments, and present case studies that demonstrate some of the various ways in which virtual worlds can be applied to facilitate learning and teaching. The links between learning in a virtual world and learning in the physical world are made apparent throughout, and the authors reveal how understanding learning in one informs the other. Understanding Learning in Virtual Worlds is an important book not only to those who teach in virtual worlds, but to anyone for whom understanding learning, in all its forms, is of interest.
This book presents an overview of education technology and its use in schools, with a primary emphasis on best practices of technology enhanced learning; how new technologies such as mobile, augmented and wearable technologies affect instructional design strategies; and the content curriculum development process. Providing insights into the future of education and the upcoming pedagogies that will be applied in schools, it helps educators and other stakeholders make innovations for the new generations of learners in the 21st century. The use of emerging technologies such as mobile and ubiquitous technologies, context-aware technology, augment-reality, and virtual reality is contributing to making education adaptive and smarter. With the ever-changing technologies, how to equip teachers with these digital skills and transform their teaching style is also important to ensure that school education is more individualised and customised for students. Offering a global perspective with integrated practical cases, this timely book is of interest to educators, teachers, and education policymakers. And although most of the authors are from the academia, it provides non-experts with a novel view of what future schools will be like with the help of technology.
This book is a synthesis of the complex interdependencies between user interface design of digital screen and learning process. It is analyzed the impact of digital revolution on learning, phases of digital textbooks use and development; specific features of educational system & learning environment; psycho-pedagogical characteristics of XXI students; user interface design topology; user interface design features of digital textbooks in accordance with human thinking paradigms; critical thinking of user interfaces and content (linear, systems, global and metasystems design approach). One special chapter describes innovative organizational forms of learning with digital textbooks. Metasystems learning design of digital textbooks will be of particular interest to the readers because this is an innovative approach of learning design, which proved the experimental data of the instructional dynamic and flexible strategy. It proved the practical application of didactical model of digital textbooks for chemistry and mathematics. The main benefits for reader refers on understanding the applicability of metasystems learning design for digital textbook use and development, in particular for STEM education. It takes more than analysis to help readers overcome the impact of user interface design of digital textbook on learning outcomes.
For the education system to remain responsive to the needs and demands of its multiple stakeholders it must embrace the innovation and research produced by contemporary technology. This book traverses a wide range of conceptual, disciplinary, methodological, national and sectoral boundaries to explore the challenge presented.
A volume in Research in Science Education Series Editors Dennis W. Sunal, University of Alabama and Emmett L. Wright, Kansas State University The Impact of the Laboratory and Technology on K-12 Science Learning and Teaching examines the development, use, and influence of active laboratory experiences and the integration of technology in science teaching. This examination involves the viewpoints of policymakers, researchers, and teachers that are expressed through research involving original documents, interviews, analysis and synthesis of the literature, case studies, narrative studies, observations of teachers and students, and assessment of student learning outcomes. Volume 3 of the series, Research in Science Education, addresses the needs of various constituencies including teachers, administrators, higher education science and science education faculty, policymakers, governmental and professional agencies, and the business community. The guiding theme of this volume is the role of practical laboratory work and the use of technology in science learning and teaching, K- 16. The volume investigates issues and concerns related to this theme through various perspectives addressing design, research, professional practice, and evaluation. Beginning with definitions, the historical evolution and policy guiding these learning experiences are explored from several viewpoints. Effective design and implementation of laboratory work and technology experiences is examined for elementary and high school classrooms as well as for undergraduate science laboratories, informal settings, and science education courses and programs. In general, recent research provides evidence that students do benefit from inquirybased laboratory and technology experiences that are integrated with classroom science curricula. The impact and status of laboratory and technology experiences is addressed by exploring specific strategies in a variety of scientific fields and courses. The chapters outline and describe in detail researchbased best practices for a variety of settings.
The role of technology in educational settings has become increasingly prominent in recent years. When utilized effectively, these tools provide a higher quality of learning for students. Optimizing STEM Education With Advanced ICTs and Simulations is an innovative reference source for the latest scholarly research on the integration of digital tools for enhanced STEM-based learning environments. Highlighting a range of pivotal topics such as mobile games, virtual labs, and participatory simulations, this publication is ideally designed for educators, professionals, academics, and students seeking material on emerging educational technologies.
This research monograph explores the rapidly expanding field of networked music making and the ways in which musicians of different cultures improvise together online. It draws on extensive research to uncover the creative and cognitive approaches that geographically dispersed musicians develop to interact in displaced tele-improvisatory collaboration. It presents a multimodal analysis of three tele-improvisatory performances that examine how cross-cultural musician's express and perceive intentionality in these interactions, as well as their experiences of distributed agency and tele-presence. Tele-Improvisation: Intercultural Interaction in the Online Global Music Jam Session will provide essential reading for musician's, postgraduate students, researchers and educators, working in the areas of telematic performance, musicology, music cognition, intercultural communication, distance collaboration and learning, digital humanities, Computer Supported Cooperative Work and HCI.
Danilov . . . is a preeminent authority on museums. According to Danilov, visits to science-related museums constitute 38 to 45 percent of all visits to museums in the U.S. . . . At the beginning of each section there is an introduction describing the history of that particular type of museum. Museum entries vary from about one-half page to two pages in length. A typical entry provides a history of the museum and description of the collection. . . . America's Science Museums is a well-designed book that can be recommended to all public and academic libraries. "Reference Books Bulletin" Science museums, although they comprise less than 20 percent of the nearly 7,000 cultural institutions known as museums in the United States, have become America's most popular type of museum. From New Bedford to Waikiki, America's Science Museums assesses the nations scientific and technological museums and related institutions, examining their histories, operations, and offerings. This reference volume looks at the many different types of such institutions, including some that are not called museums but that are museum-like in their operations such as aquariums, botanical gardens, arboretums, planetariums, and zoos. In addition, some related facilities, such as marinelife and wildlife parks, and research sites with visitor centers, such as observatories and NASA space centers, are included. Most of the museums described in the twelve sections of this unique, comprehensive guide were selected because of their stature in the field, while others were included because of their age, specialty, or novelty. Overall, the museums detailed here represent a cross-section of the rapidly expanding science museum field, and they illustrate why science museums have become so popular and instrumental in furthering science literacy across the U.S. The book's twelve sections focus on aquariums, marine museums, and marine-life parks; aviation and space museums; botanical gardens, conservatories, and arboretums; industrial history museums; maritime and naval museums; medical and health museums; natural history museums; planetariums and observatories; science and technology centers; transport, automobile, and railway museums; zoos and wildlife parks; and other science/technology museums. Thorough descriptions of the 480 museums and related institutions provide comparative information on the nature, development, facilities, collections and offerings of each. An ideal reference for college courses dealing with the history, philosophy, collections, exhibits, operations, and management of museums and for other researchers seeking background information and insight into the special merits of the leading institutions in the fields of science and technology.
Student assessment in online learning is submitted remotely without any face-to-face interaction, and therefore, student authentication is widely seen as one of the major challenges in online examination. Authentication is the process of determining whether someone or something is, in fact, who or what it is declared to be. As the dependence upon computers and computer networks grows, especially within education, the need for authentication has increased. Biometric Authentication in Online Learning Environments provides innovative insights into biometrics as a strategy to mitigate risk and provide authentication, while introducing a framework that provides security to improve e-learning and on-line examination by utilizing biometric-based authentication techniques. This book examines e-learning, security, threats in online exams, security considerations, and biometric technologies, and is designed for IT professionals, higher education administrators, professors, researchers, business professionals, academicians, and libraries seeking topics centered on biometrics as an authentication strategy within educational environments.
E-learning has become a significant aspect of training and education in the worldwide information economy as an attempt to create and facilitate a competent global work force. Cases on Successful E-Learning Practices in the Developed and Developing World: Methods for the Global Information Economy provides eclectic accounts of case studies in different contexts of e-learning. This advanced publication provides critical insights for practitioners and executives concerned with the management of knowledge, information, and organizational development in various types of work environments and learning communities.
This book offers a platform for engineering educators who are interested in implementing a "creative ways of knowing" approach to presenting engineering concepts. The case studies in this book reveal how students learn through creative engagement that includes not only design and build activities, but also creative presentations of learning, such as composing songs, writing poems and short stories, painting and drawing, as well as designing animations and comics. Any engineering educator will find common ground with the authors, who are all experienced engineering and liberal arts professors, who have taken the step to include creative activities and outlets for students learning engineering.
Changing student profiles and the increasing availability of mainstream and specialized learning technologies are stretching the traditional face-to-face models of teaching and learning in higher education. Institutions, too, are facing far-reaching systemic changes which are placing strains on existing resources and physical infrastructure and calling into question traditional ways of teaching through lectures and tutorials.And, with an ever-increasing scrutiny on teaching and teachers' accountability for positive educational outcomes, the call for closer attention to learning, teaching and, most especially, to the design and delivery of the curriculum is given increasing relevance and importance. Research provides strong evidence of the potential for technologies to facilitate not only cognition and learning but also to become integral components in the redesign of current curriculum models.Some Universities and individual academics have moved along this pathway, developing new and innovative curriculum, blending pedagogies and technologies to suit their circumstances. Yet, there are others, unsure of the possibilities, the opportunities and constraints in these changing times."Curriculum Models for the 21st Century" gives insights into how teaching and learning can be done differently. The focus is on a whole of curriculum approach, looking at theoretical models and examples of practice which capitalize on the potential of technologies to deliver variations and alternatives to the more traditional lecture-based model of University teaching. "
The emerging field of advanced distance education delivers academic courses across time and distance, allowing educators and students to participate in a convenient learning method. Methods and Applications for Advancing Distance Education Technologies: International Issues and Solutions demonstrates communication technologies, intelligent technologies, and quality educational pedagogy as the most essential requirements for advancing distance education for both teaching and learning. A significant research collection for the advancement of distance learning initiatives, this Premier Reference Source assists academicians, practitioners, and researchers in finding answers to important issues needing addressed for a successful distance education.
Instructional Design in the Real World: A View from the Trenches offers guidance on how the traditional instructional design system has been used and how it must be changed to work within other systems. The environments and systems that affect the ADDIE (Analysis, Design, Development, Implementation, Evaluation) process and to which it must be adapted include corporations, industry, consulting organizations, health care facilities, church and charitable groups, the military, the government, educational institutions, and others. Its application must be filtered and altered by the environments and the systems where the learning or training takes place. Every chapter includes a case study showing how the application of ID strategies, learning theories, systems theory, management theories and practices and communication tools and practices are adapted and applied in various environments. The chapters also contain lessons learned, tool tips, and suggestions for the future.
The adoption of ICT for personal and business use has encouraged the growth of interactive learning as well as its application in a number of education and training scenarios. Designing effective syllabi for interactive learning projects helps to ensure that desired leaning outcomes are achieved without incurring a significant loss of time or money. Educational Stages and Interactive Learning: From Kindergarten to Workplace Training provides a record of current research and practical applications in interactive learning. This book reviews all aspects of interactive learning, investigates the history, status, and future trends of interactive learning, introduces emerging technologies for interactive learning, and analyzes interactive learning cases in various educational stages and learning situations. Readers interested in the technologies and pedagogical applications of interactive learning will find this book a comprehensive reference for the understanding of notions, theories, techniques, and methods related to the research and development of interactive learning.
This book focuses on the interplay between pedagogy and technology, and their fusion for the advancement of smart learning environments. It discusses various components of this interplay, including learning and assessment paradigms, social factors and policies, emerging technologies, innovative application of mature technologies, transformation of curriculum and teaching behavior, transformation of administration, best infusion practices, and piloting of new ideas. The book provides an archival forum for researchers, academics, practitioners and industry professionals interested and/or engaged in reforming teaching and learning methods by promoting smart learning environments. It also facilitates discussions and constructive dialogue among various stakeholders on the limitations of existing learning environments, the need for reform, innovative uses of emerging pedagogical approaches and technologies, and sharing and promoting best practices, leading to the evolution, design and implementation of smart learning environments.
Drawing together action-based research with sociology of education, medium theory and the Bildung-tradition, the authors offer a new perspective on education in the digital age, exploring emancipation, edification, self-formation and democratic education. The authors draw on 15 years of action-based research and weave this with the theory to show how teachers and students might use new media for learning about interaction, searching, visualizing, constructing, storing, and retrieving. The authors show that education needs to be rethought, resituated and developed anew in the digital age. New norms and new ways of teaching need to be established. Building on the theory and case studies, they analyze and discuss different strategies, ideas and understandings, offering four promising ways to develop a new vision for education. The eBook editions of this book are available open access under a CC BY-NC-ND 3.0 licence on bloomsburycollections.com. Open access was funded by Aarhus University.
The purpose of the volume is to explore the theory, development and use of visual displays and graphic organizers to improve instruction, learning and research. We anticipate five sections that address (1) frameworks for understanding different types of displays, (2) research-tested guidelines for constructing displays, (3) empirically-based instructional applications, (4) using displays to promote research and theory development, and (5) using displays to report test and research data to improve consumer understanding. Authors represent a variety of perspectives and areas of expertise, including instructional psychology, information technology, and research methodologies. The volume is divided into four sections. Section 1 provides a conceptual overview of previous research, as well as the contents of the current volume. Section 2 includes theoretical perspectives on the design and instructional uses of visual displays from major theorists in the field. These chapters discuss ways that visual displays enhance general cognition and information processing. Section 3 provides eight chapters that address the use of visual displays to enhance student learning. These chapters provide examples of how to organize content and use visual displays in a variety of ways in the real and virtual classroom. Section 4 includes three chapters that discuss ways that visual displays may enhance the research process, but especially improved data display.
I first used the Internet in fall 1993, as a Fulbright Scholar at Charles University in Prague. I immediately recognized that the Internet would radically transform second language teaching and learning, and within a year had written my first book on the topic, E-Mail for English Teaching. The book galvanized a wave of growing interest in the relationship of the Internet to language learning, and was soon followed by many more books on the topic by applied linguists or educators. This volume, though, represents one of the first that specifically analyzes the relationship of new technologies to the teaching of languages for specific purposes (LSP), and, in doing so, makes an important contribution. The overall impact of information and communication technology (ICT) on second language learning can be summarized in two ways, both of which have special significance for teaching LSP. First, ICT has transformed the context of language learning. The stunning growth of the Internet-resulting in 24 trillion email messages sent in 2005, and more than 600 billion Web pages and 50 million blogs online in the same year-has helped make possible the development of English as the world's first global language.
In a professional world that has a tradition of the "good old boy" network, women long have fought for recognition in the educational technology field. In this book authors discuss the women in their own lives who have made the difference for them in their professional development. A group of 31 individuals from the USA, Canada, Northern Cyprus, the UK, and South Korea were asked to be part of this endeavor. The breadth of the list was intended to bring together as many perspectives as possible. Some stories included in this book are deeply private, others offer historical perspectives of women's roles in educational technology, while others focus on mentoring. This book is intended as a resource for all individuals in the field of educational technology, instructional design, and learning design at a national and international level.
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